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I would like to integrate this crate with a Rust-based creative coding environment for non-realtime 3D rendering.
Most offline renderers can deal dandy with n-gon meshes and even render them as subdivision surfaces (see my polyhedron-ops crate for some examples). Reading this article I learned the dual contouring algorithm seems to generate meshes that are well suited, as-is (mostly quads).
I.e. the current Mesh struct could be renamed to TriangleMesh.
The new Mesh struct would have a faces that is a Vec<Vec<usize>> so that each face can have an arbitrary arity.
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